/** * Copyright 2012 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.opengl.util.texture; import com.jogamp.opengl.GL; import com.jogamp.opengl.GLAutoDrawable; import com.jogamp.opengl.GLRunnable; import com.jogamp.opengl.GLEventListener; import com.jogamp.opengl.util.TimeFrameI; /** * Protocol for texture sequences, like animations, movies, etc. * <p> * Ensure to respect the texture coordinates provided by * {@link TextureFrame}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getImageTexCoords() getImageTexCoords()}. * </p> * The user's shader shall be fitted for this implementation. * Assuming we use a base shader code w/o headers using </code>ShaderCode</code>. * (Code copied from unit test / demo <code>TexCubeES2</code>) * <pre> * static final String[] es2_prelude = { "#version 100\n", "precision mediump float;\n" }; static final String gl2_prelude = "#version 110\n"; static final String shaderBasename = "texsequence_xxx"; // the base shader code w/o headers static final String myTextureLookupName = "myTexture2D"; // the desired texture lookup function private void initShader(GL2ES2 gl, TextureSequence texSeq) { // Create & Compile the shader objects ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, TexCubeES2.class, "shader", "shader/bin", shaderBasename, true); ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, TexCubeES2.class, "shader", "shader/bin", shaderBasename, true); // Prelude shader code w/ GLSL profile specifics [ 1. pre-proc, 2. other ] int rsFpPos; if(gl.isGLES2()) { // insert ES2 version string in beginning rsVp.insertShaderSource(0, 0, es2_prelude[0]); rsFpPos = rsFp.insertShaderSource(0, 0, es2_prelude[0]); } else { // insert GL2 version string in beginning rsVp.insertShaderSource(0, 0, gl2_prelude); rsFpPos = rsFp.insertShaderSource(0, 0, gl2_prelude); } // insert required extensions as determined by TextureSequence implementation. rsFpPos = rsFp.insertShaderSource(0, rsFpPos, texSeq.getRequiredExtensionsShaderStub()); if(gl.isGLES2()) { // insert ES2 default precision declaration rsFpPos = rsFp.insertShaderSource(0, rsFpPos, es2_prelude[1]); } // negotiate the texture lookup function name final String texLookupFuncName = texSeq.getTextureLookupFunctionName(myTextureLookupName); // in case a fixed lookup function is being chosen, replace the name in our code rsFp.replaceInShaderSource(myTextureLookupName, texLookupFuncName); // Cache the TextureSequence shader details in StringBuilder: final StringBuilder sFpIns = new StringBuilder(); // .. declaration of the texture sampler using the implementation specific type sFpIns.append("uniform ").append(texSeq.getTextureSampler2DType()).append(" mgl_ActiveTexture;\n"); // .. the actual texture lookup function, maybe null in case a built-in function is being used sFpIns.append(texSeq.getTextureLookupFragmentShaderImpl()); // Now insert the TextureShader details in our shader after the given tag: rsFp.insertShaderSource(0, "TEXTURE-SEQUENCE-CODE-BEGIN", 0, sFpIns); // Create & Link the shader program ShaderProgram sp = new ShaderProgram(); sp.add(rsVp); sp.add(rsFp); if(!sp.link(gl, System.err)) { throw new GLException("Couldn't link program: "+sp); } ... * </pre> * The above procedure might look complicated, however, it allows most flexibility and * workarounds to also deal with GLSL bugs. * */ public interface TextureSequence { public static final String samplerExternalOES = "samplerExternalOES"; public static final String sampler2D = "sampler2D"; /** * Texture holder interface, maybe specialized by implementation * to associated related data. */ public static class TextureFrame extends TimeFrameI { public TextureFrame(final Texture t, final int pts, final int duration) { super(pts, duration); texture = t; } public TextureFrame(final Texture t) { texture = t; } public final Texture getTexture() { return texture; } @Override public String toString() { return "TextureFrame[pts " + pts + " ms, l " + duration + " ms, texID "+ (null != texture ? texture.getTextureObject() : 0) + "]"; } protected final Texture texture; } /** * Event listener to notify users of updates regarding the {@link TextureSequence}. * <p> * Implementations sending events down to all listeners, * while not necessarily making the user's OpenGL context current. * </p> * <p> * Events may be sent from a 3rd-party thread, possibly holding another, maybe shared, OpenGL context current.<br/> * Hence a user shall not issue <i>any</i> OpenGL, time consuming * or {@link TextureSequence} operations directly.<br> * Instead, the user shall: * <ul> * <li>off-load complex or {@link TextureSequence} commands on another thread, or</li> * <li>injecting {@link GLRunnable} objects via {@link GLAutoDrawable#invoke(boolean, GLRunnable)}, or</li> * <li>simply changing a volatile state of their {@link GLEventListener} implementation.</li> * </ul> * </p> * */ public interface TexSeqEventListener<T extends TextureSequence> { /** * Signaling listeners that a new {@link TextureFrame} is available. * <p> * User shall utilize {@link TextureSequence#getNextTexture(GL)} to dequeue it to maintain * a consistent queue. * </p> * @param ts the event source * @param newFrame the newly enqueued frame * @param when system time in msec. **/ public void newFrameAvailable(T ts, TextureFrame newFrame, long when); } /** Returns the texture target used by implementation. */ public int getTextureTarget(); /** Return the texture unit used to render the current frame. */ public int getTextureUnit(); public int[] getTextureMinMagFilter(); public int[] getTextureWrapST(); /** * Returns true if texture source is ready <i>and</i> a texture is available * via {@link #getNextTexture(GL)} and {@link #getLastTexture()}. */ public boolean isTextureAvailable(); /** * Returns the last updated texture. * <p> * In case the instance is just initialized, it shall return a <code>TextureFrame</code> * object with valid attributes. The texture content may be undefined * until the first call of {@link #getNextTexture(GL)}.<br> * </p> * Not blocking. * * @throws IllegalStateException if instance is not initialized */ public TextureFrame getLastTexture() throws IllegalStateException ; /** * Returns the next texture to be rendered. * <p> * Implementation shall return the next frame if available, may block if a next frame may arrive <i>soon</i>. * Otherwise implementation shall return the last frame. * </p> * <p> * Shall return <code>null</code> in case <i>no</i> next or last frame is available. * </p> * * @throws IllegalStateException if instance is not initialized */ public TextureFrame getNextTexture(GL gl) throws IllegalStateException ; /** * In case a shader extension is required, based on the implementation * and the runtime GL profile, this method returns the preprocessor macros, e.g.: * <pre> * #extension GL_OES_EGL_image_external : enable * </pre> * * @throws IllegalStateException if instance is not initialized */ public String getRequiredExtensionsShaderStub() throws IllegalStateException ; /** * Returns either <code>sampler2D</code> or <code>samplerExternalOES</code> * depending on {@link #getLastTexture()}.{@link TextureFrame#getTexture() getTexture()}.{@link Texture#getTarget() getTarget()}. * * @throws IllegalStateException if instance is not initialized **/ public String getTextureSampler2DType() throws IllegalStateException ; /** * @param desiredFuncName desired lookup function name. If <code>null</code> or ignored by the implementation, * a build-in name is returned. * @return the final lookup function name * * @see {@link #getTextureLookupFragmentShaderImpl()} * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFunctionName(String desiredFuncName) throws IllegalStateException ; /** * Returns the complete texture2D lookup function code of type * <pre> * vec4 <i>funcName</i>(in <i>getTextureSampler2DType()</i> image, in vec2 texCoord) { * vec4 texColor = do_something_with(image, texCoord); * return texColor; * } * </pre> * <p> * <i>funcName</i> can be negotiated and queried via {@link #getTextureLookupFunctionName(String)}. * </p> * Note: This function may return an empty string in case a build-in lookup * function is being chosen. If the implementation desires so, * {@link #getTextureLookupFunctionName(String)} will ignore the desired function name * and returns the build-in lookup function name. * </p> * @see #getTextureLookupFunctionName(String) * @see #getTextureSampler2DType() * * @throws IllegalStateException if instance is not initialized */ public String getTextureLookupFragmentShaderImpl() throws IllegalStateException; /** * Returns the hash code of the strings: * <ul> * <li>{@link #getTextureLookupFragmentShaderImpl()}</li> * <li>{@link #getTextureSampler2DType()}</li> * </ul> * <p> * Returns zero if {@link #isTextureAvailable() texture is not available}. * </p> * The returned hash code allows selection of a matching shader program for this {@link TextureSequence} instance. * <p> * </p> * <p> * Implementation shall cache the resulting hash code, * which must be reset to zero if {@link #isTextureAvailable() texture is not available}. * </p> */ public int getTextureFragmentShaderHashCode(); }